Fixes:
- Fixed hallways sometimes clipping into each other
- Fixed door indication line sometimes going through the floor
- Fixed double bullet eject on shotgun
- Fixed a weird click noise when switching adaptive music clips
- Fixed gattling turret windup
Tweaks / Changes:
- Added more clips to the adaptive music
- Added sounds in HubRoom (Difficulty selection table + Weapon Selection)
- Improved weapon reload audio
- Changed Jumppad visual
- Tweaked muzzled and impact effects
- Slightly increased rare upgrade chance
- Reduced shotgun spread
- Realtime shadows on enemies
Grenades:
- Increased maximum cooking time
- Increased grenade throwing speed & force
- Increased grenade friction
- Reduced grenade upwards arc
- Added explode speed multiplier after contact (once the grenade hits the ground it explodes faster)
- Major buff to all grenade upgrades
- Added 'Blitz grenade' upgrade
- Now fully collide with enemies, and stuns them on hit.
Brutus / Argus boss:
- Rockets now always leave scorched area (before only in stage 2)
- Slightly faster movement speed
- Stomp & blast-shot abilities slightly faster
Steam:
- Added Rich Presence, your friends can now see where you are in Galactic Vault!
- Added Cloud Saves, your game files are now saved in your steam profile, but unfortunately we had to wipe your existing saves.
We're also working hard in the background! For example, check out our reworked enemies!


Brand-new AI players are here to accompany you in both single-player and multiplayer lobbies. Even those with no friends at all can now play okey with peace of mind!
🧠 The new AI makes smart, strategic decisions and provides a balanced gameplay experience that feels natural. Whether you’re practicing or filling up empty seats — the fun never stops.

🧩 What’s new in this update:
Completely revamped AI system
Endless fun in single-player mode
Add AI players to multiplayer lobbies
Performance improvements and various bug fixes
We continue to share new features in preparation for the release. This time we'll talk about working on magic wands, tools that will allow any hero to cast spells without using magic.
The wand gives players the opportunity to take a variable approach to destroying an opponent – for example, to avoid close combat with a stronger opponent or to inflict damage with a spell of the elements to which the enemy is most susceptible. At the same time, wands can be extremely useful for heroes without magical abilities or for more experienced magicians, allowing them to save mana on more powerful spells.
In the original Might and Magic series, the wands were a unique mechanism in part 6. They allowed you to cast spells without the appropriate skills and mana costs. To do this, it was enough to take the wand in your hand as a weapon — each use consumed one charge, and after complete exhaustion, the wand disappeared. A common tactic was to sell an almost empty wand, as its price did not depend on the remaining charges.

We're building on this idea by turning wands from disposable items into a strategic asset that grows in value with your character. In the update, we have added three types of wands out of the five planned:
· The Witch's Wand
· The Shaman's Wand
· The Wand of the Sorcerer
We are moving away from the concept of single use. In Strings of Fate, when the power points are depleted, the wand does not disappear and can restore the charge with a spell. In the future, we plan to be able to recharge the wands using special "charging stations" that the heroes will encounter from time to time. You will be able to interact with it as with an altar – for a donation or gold, you can breathe power into the wand. You can also recharge the wand with a special spell from the school of water, as it was in part 8 of the cult saga. The effectiveness of the staff's recharge is directly related to the character's leveling. Your skill level in the appropriate school of magic will affect the number of charges that can be restored with the spell.
In the future, we plan to add magic wands with a higher damage level and expand the number of spells available. Right now, wands can only be randomly found in the world, but in the future there will be a store where you can buy them. The cost of the wands will also change depending on the number of remaining charges. In the latest update, the wands can't be recharged yet – they won't disappear. They can be saved until it is possible to restore their charge level again.
Wanderers of Lithia, what do you think? How do you like the new magic weapon?

Attention Settlement Leaders!
You’ve built, fought, and survived. But the true Hive has yet to arrive. The next update brings a new enemy, clearable hives, and rebalancing that will reshape the fight against the Swarm!
This is going to be the biggest content drop yet, so let’s dive in to see what’s on the horizon.
The battlefield is shifting and the Swarm grows stronger, more cunning, and the next update to the already available Demo will put your skills to the test like never before. A new enemy awaits, and the Hives themselves are no longer just targets, they are objectives that will shape your strategy.
Outposts and sprawling Hives now leave their mark on the land, and every victory against the Swarm will slowly cleanse the corruption from the terrain. You’ll need to read the battlefield carefully, adapt quickly, and make every move count.
In our next devlog, we’ll go deeper into the Spitter unit, Clearable Hives, Difficulty Changes, and Unit Pushing. Prepare yourselves, the Swarm evolves, and so must you.
Fresh reports from the frontlines tell us that the Spitter brings a new ground infestation that is spreading fast, their presence cannot be ignored.

https://store.steampowered.com/app/3052730/Here_Comes_The_Swarm/
10 new animated lewd scenes +other stuff :3
There will also be a 10% discount on the game for a couple of weeks :3

Halloween is coming, and everyone on Villa is, too, absorbed by its spooky atmosphere — there is no better time than now to tell scary stories, drag out ouija boards, and get stalked by sex ghosts....
Features:
☠️ Ariana the Reaper + 😈 Hellcat Ariana skin
🤠 Violet the Huntress
⏳ Event lasts: 24.10 - 07.11




Hey everyone!
I’ve got a big announcement to make - a major update has just gone live for Rise of the Village Hero!
This is something I’ve wanted to achieve for a long time but never fully committed to before, as I wasn’t sure if I could pull it off. I’ve tried several times to add controller support to the game, but every attempt either broke my scripts or made the controller work while disabling keyboard and mouse support - which was far from ideal. Thankfully, version control saved me more than once, letting me roll back to a working version and try again.
After months of attempts, I finally did it - Rise of the Village Hero now has partial controller support!
Here’s a breakdown of what currently works and what’s still in progress:
✅ Fully Supported
You can move around the map, open the inventory, quest log, and pause menu.
You can engage NPCs in dialogue (still needs some testing).
You can use the abilities bar and rotate or zoom the camera smoothly using the right stick.
You can attack enemies you can add skill points to your character stats ( although this needs more testing).
⚙️ Not Yet Fully Supported
Pop-up descriptions for skills, items, and quests don’t appear when using a controller. This will be added in the next patch.
Full menu navigation with the controller isn’t available yet — I plan to include this in future updates.
Shops and stores can’t be operated via controller at the moment.
Equipping items in the inventory still requires a mouse, as it currently relies on click-and-drag actions. This will be one of the harder systems to implement, but I’m working towards it.
🎮 Controller Layout
Abilities (6 Quick Action Buttons): LT, LB, RB, RT, East Button, West Button
Move: Left Stick
Confirm / Interact: South Button
Rotate Camera: Right Stick (left/right)
Zoom Camera: Right Stick (up/down)
🐛 Bug Fixes
Fixed an issue where adding controller support broke the main menu (resolved in today’s second patch).
Fixed a problem where players could open multiple menus at once - for example, pausing the game and then opening the inventory or quest menu simultaneously.
The game works the same for keyboard and mouse nothing else should have changed that.
Overall, the game feels fantastic in combat with the controller - it gives a really satisfying sense of control over your character.
My next goal is to rework the Options menu and include a clear breakdown of all control settings and look forward to release a few more updates along the way.
That’s all for now! I hope you enjoy the new controller support update, and I’ll see you in the next post with more improvements!
Silv